The Galaxy map will show you how many light years each stop along the way is, cumulatively. And the fuel bar will tell me how much fuel my next jump will cost.
How do I find out how much fuel an entire trip, or segment of that trip, will cost? Trying to figure out if I can make it across a span of (apparnetly) empty systems without a fuel scoop.
I think they yellow route bar swaps from a solid line to a dotted line if you need to refuel.
I highly recommend fuel scoops though. (unless you are a bilk trader running a route you know us within your range).
Alright, new plan: I'm gonna check out the horsehead nebula. It's looks to be far outside of populated space, if I'm reading the galaxy map right.
Speaking of the galaxy map, does it only calculate routes within 50-100 lightyears? It seems like they are discovered over time, but I'd like to be able to plot a long, long route without having to eyeball the rough direction and constantly plotting a new routes for the next leg. Is there a trick to plotting long routes?
Having tried my hand at pathfinding between arbitrary points (stars) for a map generator I was working on for Sword of the Stars II, I know it's certainly not a trivial problem, especially with a dataset as huge as Elite's galaxy... I wonder what kind of algorithm they use for it? But it does seem like they expand radially from your current location. I would love to have them look for connections sort of within a cone between your current location and the selected system... or at least have a "still calculating possible routes to this system, please be patient" indicator.
Alright, new plan: I'm gonna check out the horsehead nebula. It's looks to be far outside of populated space, if I'm reading the galaxy map right.
Speaking of the galaxy map, does it only calculate routes within 50-100 lightyears? It seems like they are discovered over time, but I'd like to be able to plot a long, long route without having to eyeball the rough direction and constantly plotting a new routes for the next leg. Is there a trick to plotting long routes?
Having tried my hand at pathfinding between arbitrary points (stars) for a map generator I was working on for Sword of the Stars II, I know it's certainly not a trivial problem, especially with a dataset as huge as Elite's galaxy... I wonder what kind of algorithm they use for it? But it does seem like they expand radially from your current location. I would love to have them look for connections sort of within a cone between your current location and the selected system... or at least have a "still calculating possible routes to this system, please be patient" indicator.
Yeah, big-ass Travelling Salesman problem. Had the cone idea myself.
Alright, new plan: I'm gonna check out the horsehead nebula. It's looks to be far outside of populated space, if I'm reading the galaxy map right.
Speaking of the galaxy map, does it only calculate routes within 50-100 lightyears? It seems like they are discovered over time, but I'd like to be able to plot a long, long route without having to eyeball the rough direction and constantly plotting a new routes for the next leg. Is there a trick to plotting long routes?
Having tried my hand at pathfinding between arbitrary points (stars) for a map generator I was working on for Sword of the Stars II, I know it's certainly not a trivial problem, especially with a dataset as huge as Elite's galaxy... I wonder what kind of algorithm they use for it? But it does seem like they expand radially from your current location. I would love to have them look for connections sort of within a cone between your current location and the selected system... or at least have a "still calculating possible routes to this system, please be patient" indicator.
Yeah, big-ass Travelling Salesman problem. Had the cone idea myself.
Though hmm... it's not even about routes so much in this case, but about distances to surrounding stars. So wouldn't it be fairly quick for each star to get all stars within the current range of your jump drive? Narrowing the dataset could be done by checking only stars within the current and surrounding sectors instead of all 400 billion of them.
Then there's the additional problem of "economical routes", which could be tackled by checking each star's possible connections and doing some simple math to eliminate connections with a possible intermediate jump.
That 's all theoretical of course. But yeah, how do you all do your long route plotting?
As far as I can tell, the routing system is piggybacking off of the system that shows you all of your potential destinations in your local neighborhood (the one that makes the blue lines).
While great over short distances, it is not so good for long distances. Some community tools have been using player collected data about star locations and the A* algorithm to plot routes (https://cmdr.club/routes/).
You can use that to plot a 140+ LY route in moments. (You'll need to select each star during your FSD cooldown though).
I'm hoping that Frontier upgrades the route planner button to use A* instead of piggybacking on the system generating the blue lines. The route planning feature wasn't in the versions of the beta that I played, so I think it was quickly shoehorned in at the last moment.
Good luck suggesting any improvements on the official forums. I've seen many people try, but they quickly get swarmed by white knights saying that the problem is that they're not patient enough.
Thankfully Frontier seems like a good developer that is smart enough to ignore the white knights that praise even the shortcomings of their game. Those were the same people who were vehemently against the inclusion of in-game coms, and then Frontier gave us these awesome coms.
edit:
Meant to post this.
I'm going to personally set up some voice attack macros to warn me if my pad is just inside the gate.
When your frameshift drive is doing the 4 second countdown to jump, hit your "throttle to zero" hotkey. Nothing will appear to happen, but when you arrive in your destination system, your throttle will automatically set to zero, essentially stopping you (30km/s, but on an interplanetary scale, thats essentially not moving). You will no longer automatically almost plunge into the sun all the goddamn time.
(That's super useful for avoiding falling into a neutron star or something though. I think that happened to me once. Immediate emergency stop after exiting hyperspace. Everything was tumbling. Heat was at 170% and rising fast. I think my heatsink launcher saved my life that day).
On the other hand, I can see the merit in a limited route calculation system. If players have to find their own route over long distances, it creates the opportunity for explorers and traders to excel over others, finding their own optimal route through experimentation. If the optimal route can be found with the push of a button that opportunity for excellence is gone.
I'm not playing the game yet though, so I could be totally wrong.
+1
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
I agree with that sentiment @Deans but it could be a little better. Let's say good enough to plot a route across human occupied space. And if that was the only place you could do that I'd be cool with that.
I planned my expedition to the Pleiades sector in 50-75LY legs, and just went in the general direction I wanted to end up.
As far as I can tell, the routing system is piggybacking off of the system that shows you all of your potential destinations in your local neighborhood (the one that makes the blue lines).
While great over short distances, it is not so good for long distances. Some community tools have been using player collected data about star locations and the A* algorithm to plot routes (https://cmdr.club/routes/).
You can use that to plot a 140+ LY route in moments. (You'll need to select each star during your FSD cooldown though).
I'm hoping that Frontier upgrades the route planner button to use A* instead of piggybacking on the system generating the blue lines. The route planning feature wasn't in the versions of the beta that I played, so I think it was quickly shoehorned in at the last moment.
Good luck suggesting any improvements on the official forums. I've seen many people try, but they quickly get swarmed by white knights saying that the problem is that they're not patient enough.
Thankfully Frontier seems like a good developer that is smart enough to ignore the white knights that praise even the shortcomings of their game. Those were the same people who were vehemently against the inclusion of in-game coms, and then Frontier gave us these awesome coms.
edit:
Meant to post this.
I'm going to personally set up some voice attack macros to warn me if my pad is just inside the gate.
Why would they be against in game comms? Hailing other ships is kind of a basic sci-fi/quality of life gameplay thing.
On the other hand, I can see the merit in a limited route calculation system. If players have to find their own route over long distances, it creates the opportunity for explorers and traders to excel over others, finding their own optimal route through experimentation. If the optimal route can be found with the push of a button that opportunity for excellence is gone.
I'm not playing the game yet though, so I could be totally wrong.
IMO, you're wrong. The explorers and long range traders are going to be able to take superior routes by default because they optimize their vessels long range jumps. Meanwhile combat craft and short range bulk traders have different priorities for min/maxing their ships, and consequently won't be able to hold a candle to the jump range of explorers. Explorers will also be equipping their vessels with high quality fuel scoops that allow them to venture deep into the black without support. Scoopless vessels can only travel so far from the nearest refueling station.
The in-game route planning starts chugging to a hault around 70+ LY depending on your system specs. My Hauler (min/maxed for distance) as a 30 LY jump range. The current route planner can barely calculate two full range jumps for my hauler in a reasonable amount of time.
Rare goods trade routes involve moving 140+ LY from the point of origin.
We're really not caring so much about the route being optimal. We're caring because the route planner acts as your space GPS-nav system and automatically locks in the destination for your next jump. That's super convenients and keeps us from having to jump over to the galaxy map every 20 seconds to select the next star to jump to. (you can use the list of stars on the left hand menu if you have a shorter ranged vessel, but it becomes HUGE once you increase your jump range).
On the other hand, I can see the merit in a limited route calculation system. If players have to find their own route over long distances, it creates the opportunity for explorers and traders to excel over others, finding their own optimal route through experimentation. If the optimal route can be found with the push of a button that opportunity for excellence is gone.
I'm not playing the game yet though, so I could be totally wrong.
IMO, you're wrong. The explorers and long range traders are going to be able to take superior routes by default because they optimize their vessels long range jumps. Meanwhile combat craft and short range bulk traders have different priorities for min/maxing their ships, and consequently won't be able to hold a candle to the jump range of explorers. Explorers will also be equipping their vessels with high quality fuel scoops that allow them to venture deep into the black without support. Scoopless vessels can only travel so far from the nearest refueling station.
The in-game route planning starts chugging to a hault around 70+ LY depending on your system specs. My Hauler (min/maxed for distance) as a 30 LY jump range. The current route planner can barely calculate two full range jumps for my hauler in a reasonable amount of time.
Rare goods trade routes involve moving 140+ LY from the point of origin.
We're really not caring so much about the route being optimal. We're caring because the route planner acts as your space GPS-nav system and automatically locks in the destination for your next jump. That's super convenients and keeps us from having to jump over to the galaxy map every 20 seconds to select the next star to jump to. (you can use the list of stars on the left hand menu if you have a shorter ranged vessel, but it becomes HUGE once you increase your jump range).
Fair enough, though I was talking about traders and explorers excelling within their professions, not as compared to combat ships. I just think route planning should have a good amount of decision-making and skill involved, fix the clunkiness while avoiding an "optimal route" button.
Well ladies and gents, I've finally found one of those mythical 2600cr/t in under 10 minutes per roundtrip trade routes mongering performance enhancers from LHS 3885 to gliese 868 for palladium. The good news is that in under a day of relatively light play, I've got my type-7 (following which I made back 17mil in less than a couple hours) and it's only 50ly away from ho hsi. The catch is that it requires a type-6 with a rank A4 FSD to make a 19ly 104tons ladden jump (which means you don't need to strip the shield) more than 1.2 mil capital plus insurance...
As an aside for those like me who find the whole docking thing to be pretty frustrating at times, the whole process becomes incredibly faster and easier on a large size landing pad as the landing radar appears much sooner, the margin of error for the landing is massive and when launching, you don't have to wait for those stupid flaps to lower in front of you unless you come from the garage...
Edit: I've typed this several hours ago and only posted it now after being sure that my calculations were correct from averaging my revenues over a few dozen runs and sure enough the minute I post it, the supply on perf enchancers went to medium, buy price went up and one side of the trip just became less profitable. Oh well, still better than anything else I've found by a mile.
As far as I can tell, the routing system is piggybacking off of the system that shows you all of your potential destinations in your local neighborhood (the one that makes the blue lines).
While great over short distances, it is not so good for long distances. Some community tools have been using player collected data about star locations and the A* algorithm to plot routes (https://cmdr.club/routes/).
You can use that to plot a 140+ LY route in moments. (You'll need to select each star during your FSD cooldown though).
I'm hoping that Frontier upgrades the route planner button to use A* instead of piggybacking on the system generating the blue lines. The route planning feature wasn't in the versions of the beta that I played, so I think it was quickly shoehorned in at the last moment.
Good luck suggesting any improvements on the official forums. I've seen many people try, but they quickly get swarmed by white knights saying that the problem is that they're not patient enough.
Thankfully Frontier seems like a good developer that is smart enough to ignore the white knights that praise even the shortcomings of their game. Those were the same people who were vehemently against the inclusion of in-game coms, and then Frontier gave us these awesome coms.
edit:
Meant to post this.
I'm going to personally set up some voice attack macros to warn me if my pad is just inside the gate.
Why would they be against in game comms? Hailing other ships is kind of a basic sci-fi/quality of life gameplay thing.
They wanted to preserve the feeling isolation and that you are a tiny spec that can't influence events on a large scale. No joke.
3DS Friend Code:
Armchair: 4098-3704-2012
0
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
On the other hand, I can see the merit in a limited route calculation system. If players have to find their own route over long distances, it creates the opportunity for explorers and traders to excel over others, finding their own optimal route through experimentation. If the optimal route can be found with the push of a button that opportunity for excellence is gone.
I'm not playing the game yet though, so I could be totally wrong.
IMO, you're wrong. The explorers and long range traders are going to be able to take superior routes by default because they optimize their vessels long range jumps. Meanwhile combat craft and short range bulk traders have different priorities for min/maxing their ships, and consequently won't be able to hold a candle to the jump range of explorers. Explorers will also be equipping their vessels with high quality fuel scoops that allow them to venture deep into the black without support. Scoopless vessels can only travel so far from the nearest refueling station.
The in-game route planning starts chugging to a hault around 70+ LY depending on your system specs. My Hauler (min/maxed for distance) as a 30 LY jump range. The current route planner can barely calculate two full range jumps for my hauler in a reasonable amount of time.
Rare goods trade routes involve moving 140+ LY from the point of origin.
We're really not caring so much about the route being optimal. We're caring because the route planner acts as your space GPS-nav system and automatically locks in the destination for your next jump. That's super convenients and keeps us from having to jump over to the galaxy map every 20 seconds to select the next star to jump to. (you can use the list of stars on the left hand menu if you have a shorter ranged vessel, but it becomes HUGE once you increase your jump range).
Fair enough, though I was talking about traders and explorers excelling within their professions, not as compared to combat ships. I just think route planning should have a good amount of decision-making and skill involved, fix the clunkiness while avoiding an "optimal route" button.
Yeah that's the general philosophy behind the systems in the game. I think when you get around to playing it you'll see that the nature of the galactic simulation itself will work in the favor of informed decision making, wild assed guessing and calculated risk taking. There really is a whole lot of stars and when you get to the scale we are talking about with the jump drives they are pretty dense. There will always be tons of room for initiative and thoughtful navigation.
We saw constant improvements on the galactic map through the beta and gamma so I fully expect to see not just improvements in the range of route planning but new tools and functionality as well.
The official forums does have this core of players that are just vehemently against any changes or optimizations. Being able to plot longer routes would in no way be an easy mode, not when you consider the density of the systems you pass through. Sure you can beeline to the galactic core. I'm considering doing that soon myself. But to explore a volume of space in depth? Just a tiny one that is 100LY^3 is an immense undertaking. Having the ability to plot longer routes would make that kind of exploration in depth more accessible by making access to that volume less of a chore. It'd create better gameplay opportunities to explore and trade, so that's why I'm pretty sure we're going to see more functionality and tools for navigation.
Is shooting guys the only reasonable way to be friends with the Empire? I really want to fly a clipper. Or just own it, and go out to wash it every Saturday.
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
As someone who was a giant EV Nova fan: would I enjoy this game? Or is it a totally different beast and only looks superficially similar?
0
MachwingIt looks like a harmless old computer, doesn't it?Left in this cave to rot ... or to flower!Registered Userregular
As someone who was a giant EV Nova fan: would I enjoy this game? Or is it a totally different beast and only looks superficially similar?
The closest game I've played to E:D is escape velocity. The game currently doesn't have much in the way of storylines to pursue, but in all other ways it feels like the same genre of game.
Is shooting guys the only reasonable way to be friends with the Empire? I really want to fly a clipper. Or just own it, and go out to wash it every Saturday.
I've ranked up to Squire by trading goods between imperial stations and running the "Halp! Our agricultural world is desperately in need of food cartridges and artificial meat! Think of the starving children!" missions.
The "Opportunity for Naval Advancement" quest for squire required me to hunt down and kill a traitor who was flying a clipper. That was the only combat that I've had to do for the empire so far.
As far as I can tell, the routing system is piggybacking off of the system that shows you all of your potential destinations in your local neighborhood (the one that makes the blue lines).
While great over short distances, it is not so good for long distances. Some community tools have been using player collected data about star locations and the A* algorithm to plot routes (https://cmdr.club/routes/).
You can use that to plot a 140+ LY route in moments. (You'll need to select each star during your FSD cooldown though).
I'm hoping that Frontier upgrades the route planner button to use A* instead of piggybacking on the system generating the blue lines. The route planning feature wasn't in the versions of the beta that I played, so I think it was quickly shoehorned in at the last moment.
Good luck suggesting any improvements on the official forums. I've seen many people try, but they quickly get swarmed by white knights saying that the problem is that they're not patient enough.
Thankfully Frontier seems like a good developer that is smart enough to ignore the white knights that praise even the shortcomings of their game. Those were the same people who were vehemently against the inclusion of in-game coms, and then Frontier gave us these awesome coms.
edit:
Meant to post this.
I'm going to personally set up some voice attack macros to warn me if my pad is just inside the gate.
Why would they be against in game comms? Hailing other ships is kind of a basic sci-fi/quality of life gameplay thing.
They wanted to preserve the feeling isolation and that you are a tiny spec that can't influence events on a large scale. No joke.
That's... Dumb. For the game to be really successful, you'll need to be able to force some actual changes. Hell that belief is already stomped into the ground with the shenanigans Klyka helped start.
As someone who was a giant EV Nova fan: would I enjoy this game? Or is it a totally different beast and only looks superficially similar?
The closest game I've played to E:D is escape velocity. The game currently doesn't have much in the way of storylines to pursue, but in all other ways it feels like the same genre of game.
Yeah I honestly think it's why I got sucked into this game.
I played the hell out of Escape Velocity growing up. And this is so close. I kind of wish there was a bar with random events popping up.
Also aliens, and alien ships way way out there in unexplored space that is hard to get to and crazy expensive
A strange thing is happening to me right now; I flew to a high pop wealthy system to trade my Viper for an Adder and begin my exploration dream. I sold all my modules or swapped them for cheap ones, then I swapped ships to an Adder. I tried buying modules on the Adder and got disconnected with a Transaction Server error.
I shut down and restarted Elite, and logged in to find... my Viper with all my good modules instead of my stripped down Adder, but I still have all the credits. I don't even know what to do right now o.O
Edit: I tried to sell a module off the Viper and got DC'd. I logged back in to find my Adder again, but I still can't buy anything or sell anything without getting DC'd. I once briefly glimpsed a credit amount over 3 trillion credits during a transaction.
TraceGNU Terry Pratchett; GNU Gus; GNU Carrie Fisher; GNU Adam WeRegistered Userregular
So I just had 200,000cr worth of cargo vanish from my cargo hold.
I know I didn't robbed and the funny thing is instead of pallidium had animal meat and mineral extractors. aka two items I traded for missions a few hauls before the vanishing act.
I also just got a bunch of transaction server errors that threw me back to the main menu. But other than that... this game is awesome. So, I decided to postpone my horsehead nebula trip till later and am going for the Pleiades instead, since they're a little bit closer. I'm at the frontier now, guys! From here on out there don't seem to be any populated systems anymore. Currently selling off all my equipment to buy a detailed surface scanner, which should help a little with the profits. Do I even need guns out there? Naah... probably not.
So I just had 200,000cr worth of cargo vanish from my cargo hold.
I know I didn't robbed and the funny thing is instead of pallidium had animal meat and mineral extractors. aka two items I traded for missions a few hauls before the vanishing act.
so yeah.
watch out guys. Hope it doesn't happen to you.
I just lost 2.7mil credits worth of palladium. "Transaction error." I ain't even mad.
Edit: Got kicked off the server for a few seconds and now I'm back to my previous jump location with my whole cargo and the same amount of money from before but no fuel. What the heck is going on?
jinkumabuta on
0
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
Did you pass through a bunch of theocracies and penal colonies and shit on your way out there? The impression I got of the borderworlds is that they are populated by lunatics, criminals and independent frontier types.
Posts
Purrrrfect docking sequence.
I highly recommend fuel scoops though. (unless you are a bilk trader running a route you know us within your range).
Armchair: 4098-3704-2012
Speaking of the galaxy map, does it only calculate routes within 50-100 lightyears? It seems like they are discovered over time, but I'd like to be able to plot a long, long route without having to eyeball the rough direction and constantly plotting a new routes for the next leg. Is there a trick to plotting long routes?
Having tried my hand at pathfinding between arbitrary points (stars) for a map generator I was working on for Sword of the Stars II, I know it's certainly not a trivial problem, especially with a dataset as huge as Elite's galaxy... I wonder what kind of algorithm they use for it? But it does seem like they expand radially from your current location. I would love to have them look for connections sort of within a cone between your current location and the selected system... or at least have a "still calculating possible routes to this system, please be patient" indicator.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Yeah, big-ass Travelling Salesman problem. Had the cone idea myself.
Though hmm... it's not even about routes so much in this case, but about distances to surrounding stars. So wouldn't it be fairly quick for each star to get all stars within the current range of your jump drive? Narrowing the dataset could be done by checking only stars within the current and surrounding sectors instead of all 400 billion of them.
Then there's the additional problem of "economical routes", which could be tackled by checking each star's possible connections and doing some simple math to eliminate connections with a possible intermediate jump.
That 's all theoretical of course. But yeah, how do you all do your long route plotting?
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
While great over short distances, it is not so good for long distances. Some community tools have been using player collected data about star locations and the A* algorithm to plot routes (https://cmdr.club/routes/).
You can use that to plot a 140+ LY route in moments. (You'll need to select each star during your FSD cooldown though).
I'm hoping that Frontier upgrades the route planner button to use A* instead of piggybacking on the system generating the blue lines. The route planning feature wasn't in the versions of the beta that I played, so I think it was quickly shoehorned in at the last moment.
Good luck suggesting any improvements on the official forums. I've seen many people try, but they quickly get swarmed by white knights saying that the problem is that they're not patient enough.
Thankfully Frontier seems like a good developer that is smart enough to ignore the white knights that praise even the shortcomings of their game. Those were the same people who were vehemently against the inclusion of in-game coms, and then Frontier gave us these awesome coms.
edit:
Meant to post this.
I'm going to personally set up some voice attack macros to warn me if my pad is just inside the gate.
Armchair: 4098-3704-2012
When your frameshift drive is doing the 4 second countdown to jump, hit your "throttle to zero" hotkey. Nothing will appear to happen, but when you arrive in your destination system, your throttle will automatically set to zero, essentially stopping you (30km/s, but on an interplanetary scale, thats essentially not moving). You will no longer automatically almost plunge into the sun all the goddamn time.
(That's super useful for avoiding falling into a neutron star or something though. I think that happened to me once. Immediate emergency stop after exiting hyperspace. Everything was tumbling. Heat was at 170% and rising fast. I think my heatsink launcher saved my life that day).
Armchair: 4098-3704-2012
I'm not playing the game yet though, so I could be totally wrong.
I planned my expedition to the Pleiades sector in 50-75LY legs, and just went in the general direction I wanted to end up.
Why would they be against in game comms? Hailing other ships is kind of a basic sci-fi/quality of life gameplay thing.
The in-game route planning starts chugging to a hault around 70+ LY depending on your system specs. My Hauler (min/maxed for distance) as a 30 LY jump range. The current route planner can barely calculate two full range jumps for my hauler in a reasonable amount of time.
Rare goods trade routes involve moving 140+ LY from the point of origin.
We're really not caring so much about the route being optimal. We're caring because the route planner acts as your space GPS-nav system and automatically locks in the destination for your next jump. That's super convenients and keeps us from having to jump over to the galaxy map every 20 seconds to select the next star to jump to. (you can use the list of stars on the left hand menu if you have a shorter ranged vessel, but it becomes HUGE once you increase your jump range).
Armchair: 4098-3704-2012
Fair enough, though I was talking about traders and explorers excelling within their professions, not as compared to combat ships. I just think route planning should have a good amount of decision-making and skill involved, fix the clunkiness while avoiding an "optimal route" button.
As an aside for those like me who find the whole docking thing to be pretty frustrating at times, the whole process becomes incredibly faster and easier on a large size landing pad as the landing radar appears much sooner, the margin of error for the landing is massive and when launching, you don't have to wait for those stupid flaps to lower in front of you unless you come from the garage...
Edit: I've typed this several hours ago and only posted it now after being sure that my calculations were correct from averaging my revenues over a few dozen runs and sure enough the minute I post it, the supply on perf enchancers went to medium, buy price went up and one side of the trip just became less profitable. Oh well, still better than anything else I've found by a mile.
They wanted to preserve the feeling isolation and that you are a tiny spec that can't influence events on a large scale. No joke.
Armchair: 4098-3704-2012
Yeah that's the general philosophy behind the systems in the game. I think when you get around to playing it you'll see that the nature of the galactic simulation itself will work in the favor of informed decision making, wild assed guessing and calculated risk taking. There really is a whole lot of stars and when you get to the scale we are talking about with the jump drives they are pretty dense. There will always be tons of room for initiative and thoughtful navigation.
We saw constant improvements on the galactic map through the beta and gamma so I fully expect to see not just improvements in the range of route planning but new tools and functionality as well.
The official forums does have this core of players that are just vehemently against any changes or optimizations. Being able to plot longer routes would in no way be an easy mode, not when you consider the density of the systems you pass through. Sure you can beeline to the galactic core. I'm considering doing that soon myself. But to explore a volume of space in depth? Just a tiny one that is 100LY^3 is an immense undertaking. Having the ability to plot longer routes would make that kind of exploration in depth more accessible by making access to that volume less of a chore. It'd create better gameplay opportunities to explore and trade, so that's why I'm pretty sure we're going to see more functionality and tools for navigation.
The closest game I've played to E:D is escape velocity. The game currently doesn't have much in the way of storylines to pursue, but in all other ways it feels like the same genre of game.
I've ranked up to Squire by trading goods between imperial stations and running the "Halp! Our agricultural world is desperately in need of food cartridges and artificial meat! Think of the starving children!" missions.
The "Opportunity for Naval Advancement" quest for squire required me to hunt down and kill a traitor who was flying a clipper. That was the only combat that I've had to do for the empire so far.
Armchair: 4098-3704-2012
That's... Dumb. For the game to be really successful, you'll need to be able to force some actual changes. Hell that belief is already stomped into the ground with the shenanigans Klyka helped start.
Yeah I honestly think it's why I got sucked into this game.
I played the hell out of Escape Velocity growing up. And this is so close. I kind of wish there was a bar with random events popping up.
Also aliens, and alien ships way way out there in unexplored space that is hard to get to and crazy expensive
I shut down and restarted Elite, and logged in to find... my Viper with all my good modules instead of my stripped down Adder, but I still have all the credits. I don't even know what to do right now o.O
Edit: I tried to sell a module off the Viper and got DC'd. I logged back in to find my Adder again, but I still can't buy anything or sell anything without getting DC'd. I once briefly glimpsed a credit amount over 3 trillion credits during a transaction.
I broke my spaceships!
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
I know I didn't robbed and the funny thing is instead of pallidium had animal meat and mineral extractors. aka two items I traded for missions a few hauls before the vanishing act.
so yeah.
watch out guys. Hope it doesn't happen to you.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
I just lost 2.7mil credits worth of palladium. "Transaction error." I ain't even mad.
Edit: Got kicked off the server for a few seconds and now I'm back to my previous jump location with my whole cargo and the same amount of money from before but no fuel. What the heck is going on?
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
I haven't seen a database error screen in like five years.
See, everyone? This is why always-on DRM is the WORST.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
The same transaction server (and database, assumedly) that's totally fucked right now.
Edit: By which to say, it is always-on DRM
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.